tkr4lf wrote:I actually really like the hybrid idea and find it to be the clearest way yet to display all the attack routes.

I think it would be clearest if there weren't so many. If they didn't have so much overlapping, then I think it would be a pretty intuitive way to explain. But really, the amount and density makes it more difficult I think to decipher, especially with varying colors.

@tkr4lf Correct - I should probably rename those DF1, SF1, PF1 - For Dutch Fleet 1, etc. Small improvement - have the respective 1st Fleets in position to attack Spice Islands... Also if the Fleet's Circles intersect, they can attack each other - probably not clear at all...

@AndyDufresne - I thought the varying colors should help - won't pass color blind test, but I've seen other maps that do this - I think Trafalgar does. I have been reducing everything as I progress, but I sort of feel like the Fleet's are down as far as I want - at 3 each there seems - to me - to be some balance and their attack radius' cover the map nicely, I think. Maybe I could add, 'spokes' to the attack circles, ghosting them in lightly and see if it helps define the area. I sort of like the hybrid, but want to do all I can to make it clear. I've looked at dozens+ maps and some of them are quite literally filled with navigation markings - I like the feel, if I can make it understood...

Maybe I'm just dense, but I find many maps take several plays to figure everything out...

Second one by far. Whilst the first one could work on a different map, it makes what is already a cluttered map too cluttered. Also, those colours, you need them so they can be seen, are garish. The second one is just the right side of madness to be classed as greatness in the future. I predict that within a year or two, a few more maps will steal the idea.

Without the colours, it looks like a lot of lines and is not intuitive to play. Some of them I cannot even make out what attacks what. Like cairns, I really do like new ideas and it very well may work, but not for this map.

Patience, holiday times and all that. Sure you will get looked over soon enough by the game play guys and they will suggest things. Just keep working on the image, get it as nice as you can so you are ready to go forward when you have the GP stamp.

First post needs updating as well as the title. Make sure you post the date of the last update in the title, so the others know when you last posted an image. First post should only show the current draft.

vaughn03...sorry to be so blunt about the circles, but one thing i have learnt after 35 maps, is you can have the most complicated gameplay with icons etc, but you still have to apply the KISS principle and keep some map real estate empty to give the eyes a break.The dotted line version achieves this well.

cairnswk wrote:vaughn03...sorry to be so blunt about the circles, but one thing i have learnt after 35 maps, is you can have the most complicated gameplay with icons etc, but you still have to apply the KISS principle and keep some map real estate empty to give the eyes a break.The dotted line version achieves this well.

Just got back from holidays, but I agree that the lines are the way to go. The circles are just...I don't know how to phrase this other than what's already been said...garish. Looking at it, I have no idea what attacks what, etc.

Got it - no circles, go with lines. I'll take a look and see what else I can clean-up and repost. How about a Killer Typhoon as entry to Spice Islands with neutral reset? I like the look of my map - want to be sure to have good game-play. Just played 'Pot Mosbi' - same part of the world - great map - love the gameplay. You worked on that, eh 5311?

I'm more of a purest on this, as I would prefer the spice islands to just be an insert rather than only accessible through a killer neutral. Although as I type this the idea seems like it could be fun.

vaughn03 wrote:Got it - no circles, go with lines. I'll take a look and see what else I can clean-up and repost. How about a Killer Typhoon as entry to Spice Islands with neutral reset? I like the look of my map - want to be sure to have good game-play. Just played 'Pot Mosbi' - same part of the world - great map - love the gameplay. You worked on that, eh 5311?

I didn't really do much except write the code for it, but it's a great map. cairns get all the credit there.

As far as the typhoon is concerned, I think that would add an interesting dynamic to the gameplay. You could perhaps make holding all or parts of the Spice Islands (along with Ports, Fleets, or whatever) as the winning condition. That would draw GP to the Spice Islands, and force players to have to pay attention to the killer neutral.